#version 300 es
precision mediump float;

uniform highp mat4 uMVP;
const float kTexFactor = 1.0 / 4096.0;

layout (location = 0) in vec2 vPos;
layout (location = 1) in vec2 vTex;

out highp vec2 fTex;

void main() {
	gl_Position = vec4(vPos, 0, 1) * uMVP;
	fTex = vTex * kTexFactor;
}
